I'm using Cal3d to add some skeletal animation to my openGL graphics project. After loading a model, I'm having trouble extracting the vertex, normal, UV, and face data in order draw the model correctly.

Here is the function I'm using to load the model, which I believe is correct:

// get the transformed normals of the submesh
static float meshNormals[30000][3];
pCalRenderer->getNormals(&meshNormals[0][0]);

// get the texture coordinates of the submesh
// (only for the first map as example, others can be accessed in the same way though)
static float meshTextureCoordinates[30000][2];
int textureCoordinateCount = pCalRenderer->getTextureCoordinates(0, &meshTextureCoordinates[0][0]);

I think the issue lies in how I'm extracting indices from the faces, but I'm not sure how to fix it. There are very few resources on integrating cal3d into openGL online, so any help would be appreciated.